Version 2.8 discussion

Here are my thoughts on potential minor tweaks, etc,

Tannery: Goes obsolete too late. It doesn't make sense for these continue to act as production boosters very long after factories comes and certainly not after manufacturing plants.

Silver: why do I lose 1 hammer when i convert a silver shaft mine to a modern mine?

I think something need so be done to promote more farms vs cottages early in the game. Farms should give more food then cottage in the beginning IMHO. Right now there is little reason to farm vs cottage until the first +1 farm bonus comes.
 
Love the mod.

My only complaint is the side effects of having the Spearman be the "go to" 1st non-warrior unit. It completely screws any civ with an early mounted UU or with an early counter to archers. It also screws the Mayans.

I think the easiest solution is to make the first spearman a Light Spearman, similar to what you've done with the swordsman. Maybe this light spearman has 3 hps and a bonus against animals, but no bonus against mounted. Something like that would restore the usefulness of mounted early in the game. Then you just need to fix the Quechas and the Holken to make them useful.

If this issue has been raised earlier in the tread, I'm sorry, but I didn't feel like reading all 14 pages. Again, I love the mod, excellent work.
 
Love the mod.

My only complaint is the side effects of having the Spearman be the "go to" 1st non-warrior unit. It completely screws any civ with an early mounted UU or with an early counter to archers. It also screws the Mayans.

I think the easiest solution is to make the first spearman a Light Spearman, similar to what you've done with the swordsman. Maybe this light spearman has 3 hps and a bonus against animals, but no bonus against mounted. Something like that would restore the usefulness of mounted early in the game. Then you just need to fix the Quechas and the Holken to make them useful.

If this issue has been raised earlier in the tread, I'm sorry, but I didn't feel like reading all 14 pages. Again, I love the mod, excellent work.

This is a very good idea, I've had a bit of a gripe with the copper resource units for a while now. Previously copper was needed to get axmen and spearmen, but in ROM they can be accessed with stone, obsidian and copper. Now while i completely agree with this, I don't however agree that a stone axe is comparable to a bronze axe in terms of warfare and likewise with spears.

The only benefit of having copper is to reduce production time. What I would really like to see in future versions of ROM is a light axe and spearman that can be accessed with stone or obsidian, then the current axe and spearmen to be accessed with copper.
 
This is a very good idea, I've had a bit of a gripe with the copper resource units for a while now. Previously copper was needed to get axmen and spearmen, but in ROM they can be accessed with stone, obsidian and copper. Now while i completely agree with this, I don't however agree that a stone axe is comparable to a bronze axe in terms of warfare and likewise with spears.

The only benefit of having copper is to reduce production time. What I would really like to see in future versions of ROM is a light axe and spearman that can be accessed with stone or obsidian, then the current axe and spearmen to be accessed with copper.

The purpose of the early spear is to give you something against marauding barb archers/overeager AI attacks before bronze. So perhaps call him a "champion" or something (an especially adept warrior) without special bonuses against particular units (as he does make early mounted units a little silly) but with a penalty attacking cities.
 
This issue has arisen twice before iirc. If the proposed changes are accepted we will actually be going back to a former RoM version (2.0 I think).

We've had complaints that this unit is too strong this one too weak. So they get changed/balanced. Then several versions later the complaints start that now the changed units make these (former too strong units) weak and ineffective. Maybe it's just refinement? Or maybe it's overreaction? I don't know. But the horse unit and elephant have been gelded. Just my observation.

JosEPh
 
Love the mod.

My only complaint is the side effects of having the Spearman be the "go to" 1st non-warrior unit. It completely screws any civ with an early mounted UU or with an early counter to archers. It also screws the Mayans.

I think the easiest solution is to make the first spearman a Light Spearman, similar to what you've done with the swordsman. Maybe this light spearman has 3 hps and a bonus against animals, but no bonus against mounted. Something like that would restore the usefulness of mounted early in the game. Then you just need to fix the Quechas and the Holken to make them useful.

If this issue has been raised earlier in the tread, I'm sorry, but I didn't feel like reading all 14 pages. Again, I love the mod, excellent work.

technically (meaning warfare usage) isnt the pikeman the real anti-horseman and the spearman is more of a throwing weapon (one shot) and/or hand weapon (stabbing and parrying) at this stage? this would follow your comment on "no bonus against mounted"? :crazyeye:
 
just taking the horse bonus away from spearmen should be enough to equalize.....as they are now there perfect as an early defence against barbs any weaker and raging barbs would obliterate us
 
Love the mod.

My only complaint is the side effects of having the Spearman be the "go to" 1st non-warrior unit. It completely screws any civ with an early mounted UU or with an early counter to archers. It also screws the Mayans.

I think the easiest solution is to make the first spearman a Light Spearman, similar to what you've done with the swordsman. Maybe this light spearman has 3 hps and a bonus against animals, but no bonus against mounted. Something like that would restore the usefulness of mounted early in the game. Then you just need to fix the Quechas and the Holken to make them useful.

If this issue has been raised earlier in the tread, I'm sorry, but I didn't feel like reading all 14 pages. Again, I love the mod, excellent work.

Completely agree. When I first booted up this mod, I wanted to play the Egyptians, after looking through some of the main changes and such. Little did I know that War Chariots would be basically useless against AI opponents (barbs tend to use archers more). Instead, I did some more extensive research, and now my Polynesian Koa (gogo Civ add-on pack) dominate the stone age battlefield.

I would also like to say that this mod is really good :D I'm enjoying it thoroughly.
 
Sorry if someone already mentioned this, but as I ranted in a new thread, there's confusion between "+" and "-" unhappy faces in civics. Caste system, for instance, says "- 2 :(" in your largest cities, which would make me think it reduces the :( (unhappy faces) ... but it actually increases it! (I checked after being unable to figure out why my cities were suddenly becoming unhappy when I chose various civics to reduce unhappiness). Either the descriptions need to be changed from - to + if increasing unhappiness is the intended effect, or the programming needs to be fixed if they are actually supposed to reduce unhappiness, because they do the exact opposite of what the civic descriptions say at this point!
 
ok i got a problem, i been using the map script planet generator cause i like the ability to set how many tiles of ocean between continents and for that matter number of continents goes well beyond the 6 rom custom continents goes, and up till now i havint noticed any problems with it but playing around in world builder i noticed rom adds more then just new resources but also new terrain types which this script does not use and i havint a clue how to make it do so....can someone do so?


aaarrrggghhhh why does every map script have to be so different
i been working on this for idk hours now and well i got it to generate marshs....everyone has a forest on it tho.lol....and no peat bogs
here is the zip if someone else wants a shot...minus my changes of course no sense in uploading an incomplete mess
 

Attachments

update on the above post

i got marshes now and peat bogs but peatbogs occur more on grass then marsh and no bonuses on marshs yet either

2nd update:

marshes and peat bogs workin but now its neglecting forests
it also has marshes on hills which i dont see a way to stop that but they are far and few...if i cant get this i hope someone who knows what there doing tries cause it is the best map script i've seen
 
@Zap
Do you ever check next war tritium mod??It has a very nice civilization flag(actually it isn't a flag, it's somekind of er....emblem)
I don't know who's the author of the flag, but it could be from civgold/VD, because NW tritium is basically civgold+nextwar+VD+ some modcomp.
 
ok i got that map script to do marshes and swamps, never got the storms to be there on start up tho....not and also have the forests....but they do appear threw the ages like normal just not there to begin with......i'm gonna load it here so anyone who wants can have and improve.....also i take no credit for the script myself it was done by..well i forgot his name but he gets all credit i just added a terrain and feature to it

like i said before it seems to be best script out there for customizing a world to your likings and now it has marshes

edit if you d/l the file when it said for rom dont use......when i changed the name it no longer gave the options so here is the version to use with rom..without the rom in name
 

Attachments

Just a quick post about the current patch notes:

Spoiler :
Mods
----
- Updated: BUG 3.6 to 4.0

Victory types
-------------
- Added: Scientific victory


Promotions
----------
- Added: Combat AI 1.0 - 4.0
- Added: Self-Destruct
- Added: Land Warrior I-III
- Added: Stealth I-III
- Added: Super Cavitation
- Added: Electro-Magnetic Armor MK I-III
- Added: Rapid Deployment
- Added: Shielding I-III
- Added: Fusion Power Source
- Added: Defensive Protocols 1.0
- Added: Power Source Upgrade MK I-III
- Added: Jump Sets
- Added: Armor Upgrade I-III
- Added: Reinforced Structure
- Added: Automatic Repairs MK I-III
- Added: Weapon Upgrade MK I-III
- Added: Fuzzy Logic
- Added: Quantum Algorithms
- Added: Global Awareness
- Added: Heat Seeking
- Added: Laser Guidance
- Added: Global Positioning System
- Added: Small Diameter Bomb
- Changed: Combat I-VI no longer available for Robot units
- Changed: March no longer available for Robot and Assault Mech units
- Changed: Trench I-III no longer available for Robot units
- Changed: Sensors I OR requirement Combat AI Mk 3.0 added
- Changed: Sentry I-III no longer available for Robot, Hi-Tech and Assault Mech units (they can use Sensors I-III)
- Changed: Pinch I-III no longer available for Robot units
- Changed: Cover I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. archers)
- Changed: Shock I no longer available for Robot and Hi-Tech units (they already strong vs. melee)
- Changed: Formation I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. mounted)
- Changed: Woodsman I-III no longer available for Robot units
- Changed: Flanking I-III no longer available for Robot units
- Changed: Nanoids OR requirement Combat AI MK 4.0 added
- Changed: Arctic Combat no longer available for Robot units
- Changed: Desert Combat no longer available for Robot units
- Changed: Fieldsman I-III no longer available for Robot units
- Changed: City Garrison I-III no longer available for Robot and Assault Mech units
- Changed: City Raider I-IV no longer available for Robot and Assault Mech units
- Changed: Heal no longer available for Robot units (Nanoids replaces this promotion)
- Changed: Medic I-III no longer available for Robot units
- Changed: Blitz no longer available for Assault Mech units
- Changed: Fanatic no longer available for Robot and Assault Mech units
- Changed: Kamikaze no longer available for Robot and Assault Mech units
- Changed: Drill I-IV no longer available for Robot and Assault Mech units

Sounds
------
- Added: Construct sounds for 90 building types
- Fixed: Weapon sounds for some Transhuman era units

Units
-----
- Added: Modern Workboat, upgrades to Constructor Ship
- Added: Constructor Ship
- Added: Hybrid Gunship, upgrades to Dropship
- Added: Precision Attack Missile
- Added: Littoral Combat Ship
- Added: Seaplane Tender
- Added: Early Carrier
- Added: Global Hawk (Drone)
- Added: Nanite Swarm
- Added: Assault Droid
- Added: Siege Droid
- changed: Anti-Tank Infantry str 65->50, bonus vs. wheeled/tracked 75%->50% (has Ambush I so total bonus is 75%), unit is now about 30% better than Bazooka vs. those unitcombat groups
- changed: Mercenary Infantry str 34->40 (with bonus vs. gun the str is 60 against other infantry units), extra cost 50->20 per turn
- Changed: Carrier -50% str on coast
- Changed: Nuclear Carrier -50% str on coast
- Changed: Fusion carrier -50% str on coast
- Changed: Workboat upgrades to Modern Workboat
- Changed: Caravan has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
- Changed: Freight has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
- Changed: Dropship moved to Warmachines, can enter ocean, str 125->150, paradrop range 10->20
- Changed: AH64 Gunship upgrades to Hybrid Gunship instead of Dropship
- Changed: Extraction Facility requires Nanotubes instead of Steel
- Changed: Submerged Town Platform requires Nanotubes
- Changed: Adventurer no longer have flat movement cost
- changed: Motorcycle no longer have flat movement cost
- Changed: Aegis Cruiser upgrades to Littoral Combat Ship instead of Fusion Cruiser
- Changed: Fusion Cruiser gets 25% attack bonus vs. Stealth Submarine
- Changed: Trireme can use now ASSAULT_SEA AI in case Transport Promotions are given to it
- Changed: Viking Longboat can use ASSAULT_SEA AI
- Changed: Sloop can use ASSAULT_SEA AI
- Changed: Privateer can use ASSAULT_SEA AI
- Changed: Torpedoboat can use ASSAULT_SEA AI
- Changed: Stealth Torpedoboat can use ASSAULT_SEA AI
- Changed: Early Destroyer can use ASSAULT_SEA AI
- changed: Destroyer can use ASSAULT_SEA AI
- changed: Modern destroyer can use ASSAULT_SEA AI
- changed: Pre-Dreadnought can use ASSAULT_SEA AI
- changed: Dreadnought can use ASSAULT_SEA AI
- changed: Battlecruiser can use ASSAULT_SEA AI, upgrades to Seaplane Tender
- Changed: Battleship can use MISSILE_CARRIER AI
- Changed: Modern Battleship can use MISSILE_CARRIER AI
- Changed: Submarine no longer has MISSILE_CARRIER AI, can use now SPY_SEA AND MISSIONARY_SEA AIs
- Changed: Nuclear Submarine can use MISSILE_CARRIER AI, no longer has SPY_SEA AND MISSIONARY_SEA AIs
- Changed: Fusion Cruiser can use MISSILE_CARRIER AI
- Changed: BTR80 is now experimental unit - DOMAIN_SEA, uses ASSAULT_SEA AI, can move all terrain, can not enter ocean, coast
and storm ie. the unit is like sea transport but works on land plots. Need to test if AI now actually uses it to carry troops and if there is any other side-effects???
- Changed: Seaplane str 25->30, +50% against Sea units, bombard 5%->10%
- Changed: Cruiser can carry only 1 Seaplane
- Changed: Heavy Cruiser can carry only 1 Seaplane
- Changed: Nuclear Carrier renamed to Modern Carrier, moved to Modern Warfare, carries 7 fighters
- Changed: Carrier moved to Jet Propulsion, requires Radar, str 35->40, carries 5 fighters, cost 525->650
- Changed: Remote Controlled Bombers button
- Changed: Anti-Personnel Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Scout Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Assault Mech requires Nanotubes, requires Mech Assembly Plant
- Changed: Dropship requires Nanotubes
- Changed: Walker Droid requires Semiconductors and (aluminum or nanotubes), no longer start with Blitz
- Changed: Power Armored Infantry requires aluminum or nanotubes, requires Mech Assembly Plant
- Changed: Hi-Tech Robot requires Semiconductors and Nanotubes
- Changed: Sentinel requires Semiconductors and Nanotubes
- Changed: V1 no defensive bonuses, can be captured
- Changed: Guided Missile no defensive bonuses, can be captured
- Changed: Biological Warfare Missile no defensive bonuses, can be captured
- Changed: Catapult can be captured (note that it will defend itself before this)
- Changed: Trebuchet can be captured (note that it will defend itself before this)
- Changed: Bombard can be captured (note that it will defend itself before this)
- Changed: Cannon can be captured (note that it will defend itself before this)
- Changed: Light Artillery can be captured (note that it will defend itself before this)
- Changed: Artillery can be captured (note that it will defend itself before this)
- Changed: Flak88 can be captured (note that it will defend itself before this)
- Changed: Light Anti-Air Gun can be captured (note that it will defend itself before this)
- Changed: Sentinel str 200->220, cost 1700->2000
- Fixed: Stealth Bomber can now carry out all DCM air bomb missions
- Fixed: Remote Controlled Bombers can now carry out all DCM air bomb missions


Unit Art Styles
---------------
- Added: Russian unit art style, uses European style as base
- Added: Mailed Knight for Asian style
- Added: Mailed Knight for Chinese style
- Added: Swordsman for Asian style
- Added: Infantry for Asian style
- Added: Infantry for Chinese style
- Added: Infantry for Middle East style
- Added: Infantry for Arabian style
- Added: Infantry for Babylon style
- Added: Heavy Swordsman for African Style
- Added: Heavy Cavalry for African Style
- Added: Cuirassier for African Style
- Added: Carrier (US) for South American Style
- Added: Carrier (US) for Native American Style
- Added: Carrier (US) for Meso American Style
- Added: Carrier (US) for American Style
- Added: Carrier (German) for Viking style
- Added: Carrier (Soviet) for Russian style
- Added: Modern Carrier for Russian style


Gamedefines
-----------
- Changed: BASE_SPY_STEAL_PLANS_COST 100 -> 1000
- Changed: BASE_CITY_GROWTH_THRESHOLD 25 -> 30
- changed: CITY_GROWTH_MULTIPLIER 2 -> 10 (cities grow slower)
- Changed: ROUTE_FEATURE_GROWTH_MODIFIER -50% to -25% (forests have higher chance to spread even when plots have routes)
- Changed: OVERSEAS_TRADE_MODIFIER 100 -> 50
- Changed: FOREIGN_TRADE_MODIFIER 150 -> 100
- Changed: TECH_COST_KNOWN_PREREQ_MODIFIER 20 -> 8 ( define * OR tech preregs), example if tech has 3 OR prereqs, knowing all those three before researching this tech gives 3*8% = 24% bonus to research speed. At maximum this is now 5*8% = 40% (Monarchy) instead of 100% as it was with default BtS value
- Changed: TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER 30 -> 50 ( (define * how many met alive rivals know this tech) / the amount of all alive civs = added to research modifier), example: (50*5 known civs) / 10 alive civs = 25% bonus to reseach speed. What this means is that techs already known by others can be now researched faster making it harder to get ahead of other civs in tech race (effect is about twice as much as with default BtS value)



Improvements
------------
- Added: Vertical Farm
- Fixed: Modern Mine hills make valid set to 1 (can be built now on all hills)
- Changed: Lumbermill moved to Machinery tech
- Changed: Lumbermill gives +10 production to city when improvement is built (one time bonus) to help AI players build them more (improvements do not have AIWeights)


Buildings
-------------
- Added: Communication Satellites
- Added: Military Satellites
- Added: Mech Assembly Plant
- Added: Nanite Population
- Added: Zero G Sports Arena
- Changed: Nanite Lab requires Nanotubes
- Changed: Fisherman's Hut AIWeight 10 -> 100
- Changed: Butchery AIWeight 0 -> 100
- Changed: All religious Temples give happiness only from State religion
- Changed: Meeting Hall 1 unhealthiness from Alcohol
- Changed: Armourer has new graphics
- Fixed: Supermarket build sound define typo
- Fixed: Sid's Sushi Restaurant build sound define typo
- Fixed: American Mall build sound define typo
- Fixed: Hypermarket build sound define typo
- Fixed: Shopping District build sound define typo
- Fixed: Convention center build sound define typo


Great Wonders
-------------
- Added: Carhenge
- Added: Ascension Gate, required for Scientific Victory
- Changed: The Space Elevator double production speed with Nanotubes instead of Aluminum
- Changed: Silicon Valley produces x amount of Semiconductors


National Wonders
----------------
- Changed: Brewery can built only once and it will produce more than 1 alcohol resource
- Changed: Treasury graphics



Resources
---------
- Added: Nanotubes
- Added: Semiconductors
- Added: Artificial Molecules (needs better name?)
- Added: Smart Medicine
- Added: Biofuel
- Changed: Ivory from group Rush to Luxury (placed more now?)
- Changed: Stone can appear now on Grass, Plains, Desert, Tundra and Snow terrains
- Changed: Alcohol no longer cause unhealthiness (this modifier is moved to buildings)


Python
------
- Added: RomGameUtils (previous CvGameUtils) overrides the default CvGameUtils functions which BUG uses. Init in RoMSettings.xml (load mod in init.xml)
- Fixed: Buccaneers random event help function
- Fixed: Civic screen no longer try to show help info for Democracy civic
- Fixed: Air Defense modifier is shown now in Improvements if they affect it (bug in BtS prevented it from showing)
- Changed: Scoreboard shows now Dynamic Civ names
- Changed: CvUtil has now some functions that were before in CvGameUtils
- Changed: CvEventManager allows now National Wonders to play movies


Civics
------
- Changed: Slavery AIWeight -10 to -50 (AIs should abandon this civic more likely as the game advances)
- Changed: Communist gold bonus -25% to -60% in all cities
- Changed: Caste has now -50% improvement upgrade rate, AIWeight 0 -> -20, no longer give hammer bonus for Modern Mine
- Changed: Vassalage +1 gold from Forts
- Changed: Proletariat +1 hammer from Lumbermill
- Changed: Public Works +1 happiness in largest cities
- Changed: Church building production bonus in cities with state religion 10% -> 25%, GP rate with state religion 0 -> 20%
- Changed: Subsidized health in all cities 4 -> 6
- Changed: President great general 10% -> 20%, free experience 1->3, +1 happiness from Broadcast Tower, National TV Station, Info Net, decreases local rebelliousness
- Changed: Green adds +1 hammer/gold from Lumbermills (think of it as for each cut down tree you'll plant a new one to keep forests renewing = used in Finland), -2 hammer from Workshop


Events
------
- Changed: Sea Storm 3 and Sea Storm 4 ships no longer sink if they are inside player's cultural borders and there's small random chance that they survive on unowned ocean plots

Techs
-----
- Changed: Androids requires Rapid Prototyping
- Changed: Cybernetics requires Rapid Prototyping
- Changed: Steam Power req. Scientific Method is now AND requirement instead of OR (prevents players from advancing to Industrial era without certain key Renaissance techs), requires Physics (AND req.)
- Changed: Marxism has now AND reqs. Corporation and Steam Power
- Changed: Artillery requires Steel instead of Physics
- Changed: Wearable electronics renamed to Wearable Computers
- Changed: Chivalry requires Armor Crafting
- Fixed: Fermentation can be traded
- Fixed: Horse Breeding can be traded
- Fixed: Mounted Archery can be traded
- Fixed: Cold Fusion is now entirely disabled (cost -1 and advanced start cost -1)

Gametext
--------
- Added: Artificial Life pedia
- Added: Teleportation pedia
- Added: Artificial Evolution pedia
- Added: Wearable Computer pedia
- Added: Smithing pedia and quote
- Added: Telegraph pedia and quote
- Added: Crop Rotation pedia and quote
- Added: Algebra pedia and quote
- Added: Quantum Computing quote
- Added: Modern Health Care pedia
- Added: Armor Crafting pedia and quote
- Added: Microprocessor pedia and quote
- Added: Biofuels pedia and quote
- Added: Fermentation pedia and quote
- Added: Vassalage pedia and quote
- Added: Quantum Teleportation pedia and quote
- Added: Caste System pedia and quote
- Fixed: ranged bombard typo

BUG options
-----------
- Changed: Scoreboard shows maximum of 30 civs at a time, if number of civs exceeds this amount the scroll slider for scoreboard will be shown


Modules
-------
- Added: Abu Bakr leader for Arabia
- Added: Vincentz's Jungle Camp
- Added: Vincentz's Warlords
- Added: Vincentz's Spy units
- Added: Vincentz's Industry
- Changed: MLF control file in Modules directory contains now info from Universal MLF control forum thread

Languages
---------
- Added: Mod supports now French, Germany, Spain and Italian but the translations are incomplete (new object texts shown in English). Bug: Python exception at start about ascii characters (BugUtil, UnitUtil and DynamicCivNames) - what's the cause???



Movies
------
- Added: Amusement Park
- Added: Center for Disease Control
- Added: Central Bank
- Added: Hubble Space Telescope
- Added: Labor Union
- Added: Supercollider
- Added: Theory of Everything
- Added: Secret Army Base
- Added: Silkroad
- Added: Theatre of Dionysus
- Added: Treasury
- Added: Circus Maximus
- Added: Adam Smith
- Added: Marco Polo
- Added: Newton's College
- Added: SDI
- Added: Edinburgh Castle
- Added: Einstein's Lab
- Added: Encyclopedie
- Added: Forbidden Palace
- Added: National Sports League
- Added: International Space Station

Gamefonts
---------
- Updated: Vincentz's latest gamefonts which include more corporation and guilds icons

PlotLSystem
-----------
- Added: Vertical Farm defines

Projects
--------
- Added: Eden Project
Adding BUG 4.0 caused some small issues with python but currently only the new religion screen is bugged as it can't handle more than 7 religions (no scrolling) and I can always revert back to the old version if I can't get this new screen to work - BUG team knows about this issue so they might find a fix for it as well.

Still things to change/add etc but at least these notes can get you discuss about the changes. Let's see what I can do in month... ;)
 
Looking good, though are you planning to nerf the feudal civic? (+1food/+2commerce per farm +20%hammers in capital). Because there is no need to be in proletariat when the feudal comes in play. Also the religion civics could be given more rebelliouness from different religions (expect secular*/folklore)

*Little rebelliouness would be realistic though.
Btw what is the scientific victory? :o
 
-60% gold for communism civic? makes it unusable imho.. way too much without any new benefits
 
@ Zap

This is a bit off topic here but reading thru the last 20 or so posts in the other topic left me confused & u seem to frequent this post more so I'll try here. I saw somewhere that u recommended playing w/ Revolutions off because of problems etc, is that still true? It may of been for a previous RoM release but not sure, thanks.
 
@Zappara, what exactly is the Scientific victory? What are you planing to do with the wool resource? I posted this earler but it was buired by the axe discussion.;)
I think the Light Swordsman needs a counter. How about giving the Axmen a 25% bonus against Light Swordsman. What is the purpose of the Arena? Except for it’s 1xp for melee units it is just like another colosseum.
 
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